#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_buffer_reference2 : require

#include "Common.glsl"

layout(location = 0) rayPayloadInEXT HitPayload hitPayload;

void main()
{
	if(hitPayload.depth == 0)
		hitPayload.color = vec3(0.01);
	else
		hitPayload.color = vec3(0.01);
	hitPayload.depth = 100;
}
